mirror of
https://github.com/psforever/PSF-LoginServer.git
synced 2026-01-20 02:54:46 +00:00
Removed duplicate code by moving the logic of Container around; removed duplicate code by producing a functional inventory search algorithm that handles both ammunition and weapon magazine options; corrected tests
This commit is contained in:
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@ -3,10 +3,7 @@ package net.psforever.objects
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import net.psforever.objects.definition.EquipmentDefinition
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import net.psforever.objects.equipment.Equipment
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import net.psforever.objects.inventory.{Container, GridInventory, InventoryItem}
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import net.psforever.packet.game.PlanetSideGUID
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import scala.annotation.tailrec
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import net.psforever.objects.inventory.{Container, GridInventory}
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/**
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* The companion of a `Locker` that is carried with a player
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@ -21,42 +18,8 @@ class LockerContainer extends Equipment with Container {
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def VisibleSlots : Set[Int] = Set.empty[Int]
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override def Slot(slot : Int) : EquipmentSlot = {
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if(inventory.Offset <= slot && slot <= inventory.LastIndex) {
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inventory.Slot(slot)
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}
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else {
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OffhandEquipmentSlot.BlockedSlot
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}
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}
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def Fit(obj : Equipment) : Option[Int] = inventory.Fit(obj.Definition.Tile)
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def Find(guid : PlanetSideGUID) : Option[Int] = {
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findInInventory(inventory.Items.values.iterator, guid) match {
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case Some(index) =>
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Some(index)
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case None =>
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None
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}
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}
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@tailrec private def findInInventory(iter : Iterator[InventoryItem], guid : PlanetSideGUID) : Option[Int] = {
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if(!iter.hasNext) {
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None
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}
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else {
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val item = iter.next
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if(item.obj.GUID == guid) {
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Some(item.start)
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}
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else {
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findInInventory(iter, guid)
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}
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}
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}
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def Definition : EquipmentDefinition = GlobalDefinitions.locker_container
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}
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@ -192,11 +192,9 @@ class Player(private val core : Avatar) extends PlanetSideGameObject with Factio
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FreeHand.Equipment
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}
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def Find(obj : Equipment) : Option[Int] = Find(obj.GUID)
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def Find(guid : PlanetSideGUID) : Option[Int] = {
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override def Find(guid : PlanetSideGUID) : Option[Int] = {
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findInHolsters(holsters.iterator, guid)
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.orElse(findInInventory(inventory.Items.values.iterator, guid)) match {
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.orElse(inventory.Find(guid)) match {
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case Some(index) =>
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Some(index)
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case None =>
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@ -224,21 +222,6 @@ class Player(private val core : Avatar) extends PlanetSideGameObject with Factio
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}
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}
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@tailrec private def findInInventory(iter : Iterator[InventoryItem], guid : PlanetSideGUID) : Option[Int] = {
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if(!iter.hasNext) {
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None
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}
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else {
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val item = iter.next
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if(item.obj.GUID == guid) {
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Some(item.start)
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}
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else {
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findInInventory(iter, guid)
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}
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}
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}
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override def Collisions(dest : Int, width : Int, height : Int) : Try[List[InventoryItem]] = {
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if(-1 < dest && dest < 5) {
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holsters(dest).Equipment match {
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@ -3,7 +3,7 @@ package net.psforever.objects
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import net.psforever.objects.definition.VehicleDefinition
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import net.psforever.objects.equipment.{Equipment, EquipmentSize}
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import net.psforever.objects.inventory.{Container, GridInventory, InventoryItem, InventoryTile}
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import net.psforever.objects.inventory.{Container, GridInventory, InventoryTile}
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import net.psforever.objects.serverobject.mount.Mountable
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import net.psforever.objects.serverobject.PlanetSideServerObject
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import net.psforever.objects.serverobject.affinity.FactionAffinity
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@ -347,43 +347,8 @@ class Vehicle(private val vehicleDef : VehicleDefinition) extends PlanetSideServ
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def Inventory : GridInventory = trunk
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def Find(obj : Equipment) : Option[Int] = Find(obj.GUID)
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def Find(guid : PlanetSideGUID) : Option[Int] = {
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findInInventory(Inventory.Items.values.iterator, guid) match {
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case Some(index) =>
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Some(index)
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case None =>
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None
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}
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}
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@tailrec private def findInInventory(iter : Iterator[InventoryItem], guid : PlanetSideGUID) : Option[Int] = {
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if(!iter.hasNext) {
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None
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}
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else {
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val item = iter.next
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if(item.obj.GUID == guid) {
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Some(item.start)
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}
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else {
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findInInventory(iter, guid)
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}
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}
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}
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def VisibleSlots : Set[Int] = weapons.keySet
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override def Slot(slot : Int) : EquipmentSlot = {
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if(Inventory.Offset <= slot && slot <= Inventory.LastIndex) {
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Inventory.Slot(slot)
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}
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else {
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OffhandEquipmentSlot.BlockedSlot
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}
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}
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/**
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* A reference to the `Vehicle` `Trunk` space.
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* @return this `Vehicle` `Trunk`
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@ -1,6 +1,7 @@
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// Copyright (c) 2017 PSForever
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package net.psforever.objects.inventory
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import net.psforever.objects.equipment.Equipment
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import net.psforever.objects.{EquipmentSlot, OffhandEquipmentSlot}
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import net.psforever.packet.game.PlanetSideGUID
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@ -20,17 +21,26 @@ trait Container {
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* A(n imperfect) reference to a generalized pool of the contained objects.
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* Having access to all of the available positions is not required.
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* The entries in this reference should definitely include all unseen positions.
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* The `GridInventory` returned by this accessor is also an implementation of `Container`.
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* @see `VisibleSlots`
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*/
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def Inventory : GridInventory
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/**
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* Given an object, attempt to locate its slot.
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* All positions, `VisibleSlot` and `Inventory`, and wherever else, should be searchable.
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* @param obj the `Equipment` object
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* @return the index of the `EquipmentSlot`, or `None`
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*/
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def Find(obj : Equipment) : Option[Int] = Find(obj.GUID)
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/**
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* Given globally unique identifier, if the object using it is stowed, attempt to locate its slot.
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* All positions, `VisibleSlot` and `Inventory`, and wherever else, should be searchable.
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* @param guid the GUID of the `Equipment`
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* @return the index of the `EquipmentSlot`, or `None`
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*/
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def Find(guid : PlanetSideGUID) : Option[Int]
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def Find(guid : PlanetSideGUID) : Option[Int] = Inventory.Find(guid)
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/**
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* A(n imperfect) reference to a generalized pool of the contained objects.<br>
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@ -53,7 +63,14 @@ trait Container {
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* @param slotNum an index
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* @return the searchable position identified by that index
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*/
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def Slot(slotNum : Int) : EquipmentSlot = OffhandEquipmentSlot.BlockedSlot
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def Slot(slotNum : Int) : EquipmentSlot = {
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if(Inventory.Offset <= slotNum && slotNum <= Inventory.LastIndex) {
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Inventory.Slot(slotNum)
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}
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else {
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OffhandEquipmentSlot.BlockedSlot
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}
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}
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/**
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* Given a region of "searchable unit positions" considered as stowable,
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@ -28,7 +28,7 @@ import scala.util.{Failure, Success, Try}
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* The `Array` of spatial GUIDs is used for quick collision lookup.
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* Use of the `Array` only is hitherto referred as "using the inventory as a grid."
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*/
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class GridInventory {
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class GridInventory extends Container {
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private var width : Int = 1
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private var height : Int = 1
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private var offset : Int = 0 //the effective index of the first cell in the inventory where offset >= 0
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@ -83,12 +83,21 @@ class GridInventory {
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*/
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def LastIndex : Int = Offset + TotalCapacity - 1
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override def Find(guid : PlanetSideGUID) : Option[Int] = {
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items.values.find({ case InventoryItem(obj, _) => obj.HasGUID && obj.GUID == guid}) match {
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case Some(InventoryItem(_, index)) =>
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Some(index)
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case None =>
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None
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}
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}
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/**
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* Get whatever is stowed in the inventory at the given index.
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* @param slot the cell index
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* @return an `EquipmentSlot` that contains whatever `Equipment` was stored in `slot`
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*/
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def Slot(slot : Int) : EquipmentSlot = {
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override def Slot(slot : Int) : EquipmentSlot = {
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val actualSlot = slot - offset
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if(actualSlot < 0 || actualSlot > grid.length) {
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throw new IndexOutOfBoundsException(s"requested indices not in bounds of grid inventory - $actualSlot")
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@ -426,6 +435,10 @@ class GridInventory {
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height = h
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grid = Array.fill[Int](w * h)(-1)
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}
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def VisibleSlots : Set[Int] = Set.empty[Int]
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def Inventory = this
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}
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object GridInventory {
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@ -1,8 +1,9 @@
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// Copyright (c) 2017 PSForever
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package objects
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import net.psforever.objects.inventory.{Container, GridInventory, InventoryItem}
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import net.psforever.objects.{GlobalDefinitions, OffhandEquipmentSlot, Tool}
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import net.psforever.objects.equipment.EquipmentSize
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import net.psforever.objects.inventory.{Container, GridInventory, InventoryEquipmentSlot}
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import net.psforever.objects.{EquipmentSlot, GlobalDefinitions, OffhandEquipmentSlot, Tool}
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import net.psforever.packet.game.PlanetSideGUID
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import org.specs2.mutable._
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@ -16,7 +17,11 @@ class ContainerTest extends Specification {
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obj.Inventory.Size mustEqual 0
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obj.Inventory.Capacity mustEqual 9
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obj.Find(PlanetSideGUID(0)) mustEqual None
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obj.Slot(0) mustEqual OffhandEquipmentSlot.BlockedSlot
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obj.Slot(0).isInstanceOf[OffhandEquipmentSlot] mustEqual true
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obj.Slot(0).isInstanceOf[InventoryEquipmentSlot] mustEqual true
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obj.Slot(0).isInstanceOf[EquipmentSlot] mustEqual true
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obj.Slot(0).Size mustEqual EquipmentSize.Inventory
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obj.Slot(0).Equipment mustEqual None
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obj.Collisions(0, 2, 2) mustEqual Success(List())
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}
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@ -49,23 +54,6 @@ object ContainerTest {
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def Inventory : GridInventory = inv
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def Find(guid : PlanetSideGUID) : Option[Int] = {
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Inventory.Items.find({
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case((_, item)) =>
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if(item.obj.HasGUID) {
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item.obj.GUID == guid
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}
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else {
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false
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}
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}) match {
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case Some((index, _)) =>
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Some(index)
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case None =>
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None
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}
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}
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def VisibleSlots :Set[Int] = Set[Int](0,1,2, 3,4,5, 6,7,8)
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}
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}
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@ -303,7 +303,7 @@ class PlayerTest extends Specification {
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obj.Find(PlanetSideGUID(1)) mustEqual Some(0) //holsters
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obj.Find(PlanetSideGUID(2)) mustEqual Some(4) //holsters, melee
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obj.Find(PlanetSideGUID(3)) mustEqual Some(6) //inventory
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obj.Find(PlanetSideGUID(4)) mustEqual Some(Player.LockerSlot) //locker-space
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obj.Find(PlanetSideGUID(4)) mustEqual None //can not find in locker-space
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obj.Find(PlanetSideGUID(5)) mustEqual Some(Player.FreeHandSlot) //free hand
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obj.Find(PlanetSideGUID(6)) mustEqual None //not here
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}
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@ -1728,7 +1728,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
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do {
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val requestedAmmoType = tool.NextAmmoType
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if(requestedAmmoType != tool.AmmoSlot.Box.AmmoType) {
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FindReloadAmmunition(obj, requestedAmmoType, fullMagazine).reverse match {
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FindEquipmentStock(obj, FindAmmoBoxThatUses(requestedAmmoType), fullMagazine, CountAmmunition).reverse match {
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case Nil => ;
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case x :: xs =>
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val (deleteFunc, modifyFunc) : ((Int, AmmoBox)=>Unit, (AmmoBox, Int)=>Unit) = obj match {
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@ -1947,10 +1947,10 @@ class WorldSessionActor extends Actor with MDCContextAware {
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val magazineSize : Int = tool.MaxMagazine
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val reloadValue : Int = magazineSize - currentMagazine
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if(magazineSize > 0 && reloadValue > 0) {
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FindReloadAmmunition(obj, tool.AmmoType, reloadValue).reverse match {
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FindEquipmentStock(obj, FindAmmoBoxThatUses(tool.AmmoType), reloadValue, CountAmmunition).reverse match {
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case Nil =>
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log.warn(s"ReloadMessage: no ammunition could be found for $item_guid")
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case list @ x :: xs =>
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case x :: xs =>
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val (deleteFunc, modifyFunc) : ((Int, AmmoBox)=>Unit, (AmmoBox, Int)=>Unit) = obj match {
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case (veh : Vehicle) =>
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(DeleteAmmunitionInVehicle(veh), ModifyAmmunitionInVehicle(veh))
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@ -3233,58 +3233,103 @@ class WorldSessionActor extends Actor with MDCContextAware {
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def FindWeapon : Option[Tool] = FindContainedWeapon._2
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/**
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* Within a specified `Container`, find the smallest number of `AmmoBox` objects of a certain type of `Ammo`
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* whose sum capacities is greater than, or equal to, a `desiredAmount`.<br>
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* Within a specified `Container`, find the smallest number of `Equipment` objects of a certain qualifying type
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* whose sum count is greater than, or equal to, a `desiredAmount` based on an accumulator method.<br>
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* <br>
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* In an occupied `List` of returned `Inventory` entries, all but the last entry is considered emptied.
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* The last entry may require having its `Capacity` be set to a non-zero number.
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* In an occupied `List` of returned `Inventory` entries, all but the last entry is typically considered "emptied."
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* For objects with contained quantities, the last entry may require having that quantity be set to a non-zero number.
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* @param obj the `Container` to search
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* @param ammoType the type of `Ammo` to search for
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* @param desiredAmount how much ammunition is requested to be found
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* @return a `List` of all discovered entries totaling approximately the amount of the requested `Ammo`
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* @param filterTest test used to determine inclusivity of `Equipment` collection
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* @param desiredAmount how much is requested
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* @param counting test used to determine value of found `Equipment`;
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* defaults to one per entry
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* @return a `List` of all discovered entries totaling approximately the amount requested
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*/
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def FindReloadAmmunition(obj : Container, ammoType : Ammo.Value, desiredAmount : Int) : List[InventoryItem] = {
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def FindEquipmentStock(obj : Container,
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filterTest : (Equipment)=>Boolean,
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desiredAmount : Int,
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counting : (Equipment)=>Int = DefaultCount) : List[InventoryItem] = {
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var currentAmount : Int = 0
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obj.Inventory.Items
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.map({ case ((_, item)) => item })
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.filter(obj => {
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obj.obj match {
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case (box : AmmoBox) =>
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box.AmmoType == ammoType
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case _ =>
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false
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}
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})
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.filter(item => filterTest(item.obj))
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.toList
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.sortBy(_.start)
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.takeWhile(entry => {
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val previousAmount = currentAmount
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currentAmount += entry.obj.asInstanceOf[AmmoBox].Capacity
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currentAmount += counting(entry.obj)
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previousAmount < desiredAmount
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})
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}
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def FindRestock(obj : Container, filterTest : (Equipment)=>Boolean, desiredAmount : Int) : List[InventoryItem] = {
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var currentAmount : Int = 0
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obj.Inventory.Items
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.map({ case ((_, item)) => item })
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.filter(obj => filterTest(obj.obj))
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.toList
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.sortBy(_.start)
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.takeWhile(entry => {
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val previousAmount = currentAmount
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currentAmount += (entry.obj match {
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case obj : AmmoBox =>
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obj.Capacity
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case obj : Tool =>
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if(GlobalDefinitions.isGrenade(obj.Definition)) {
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obj.Magazine
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}
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else {
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1
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}
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})
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previousAmount < desiredAmount
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})
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/**
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* The default counting function for an item.
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* Counts the number of item(s).
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* @param e the `Equipment` object
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* @return the quantity;
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* always one
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*/
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def DefaultCount(e : Equipment) : Int = 1
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/**
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* The counting function for an item of `AmmoBox`.
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* Counts the `Capacity` of the ammunition.
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* @param e the `Equipment` object
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* @return the quantity
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*/
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def CountAmmunition(e : Equipment) : Int = {
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e match {
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case a : AmmoBox =>
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a.Capacity
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case _ =>
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0
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}
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}
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/**
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* The counting function for an item of `Tool` where the item is also a grenade.
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* Counts the number of grenades.
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* @see `GlobalDefinitions.isGrenade`
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* @param e the `Equipment` object
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* @return the quantity
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*/
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def CountGrenades(e : Equipment) : Int = {
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e match {
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case t : Tool =>
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(GlobalDefinitions.isGrenade(t.Definition):Int) * t.Magazine
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case _ =>
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0
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}
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}
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/**
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* Flag an `AmmoBox` object that matches for the given ammunition type.
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* @param ammo the type of `Ammo` to check
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* @param e the `Equipment` object
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||||
* @return `true`, if the object is an `AmmoBox` of the correct ammunition type; `false`, otherwise
|
||||
*/
|
||||
def FindAmmoBoxThatUses(ammo : Ammo.Value)(e : Equipment) : Boolean = {
|
||||
e match {
|
||||
case t : AmmoBox =>
|
||||
t.AmmoType == ammo
|
||||
case _ =>
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Flag a `Tool` object that matches for loading the given ammunition type.
|
||||
* @param ammo the type of `Ammo` to check
|
||||
* @param e the `Equipment` object
|
||||
* @return `true`, if the object is a `Tool` that loads the correct ammunition type; `false`, otherwise
|
||||
*/
|
||||
def FindToolThatUses(ammo : Ammo.Value)(e : Equipment) : Boolean = {
|
||||
e match {
|
||||
case t : Tool =>
|
||||
t.Definition.AmmoTypes.map { _.AmmoType }.contains(ammo)
|
||||
case _ =>
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -3427,9 +3472,10 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
//TODO this is temporary and will be replaced by more appropriate functionality in the future.
|
||||
val tdef = tool.Definition
|
||||
if(GlobalDefinitions.isGrenade(tdef)) {
|
||||
val findGrenades : (Equipment)=>Boolean = FindGrenadesLike(tool.AmmoType)
|
||||
FindRestock(player, findGrenades, 3) match {
|
||||
val ammoType = tool.AmmoType
|
||||
FindEquipmentStock(player, FindToolThatUses(ammoType), 3, CountGrenades).reverse match { //do not search sidearm holsters
|
||||
case Nil =>
|
||||
log.info(s"no more $ammoType grenades")
|
||||
taskResolver ! RemoveEquipmentFromSlot(player, tool, player.Find(tool).get)
|
||||
|
||||
case x :: xs => //this is similar to ReloadMessage
|
||||
|
|
@ -3444,7 +3490,8 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
ModifyAmmunition(player)(box.AmmoSlot.Box, 3 - tailReloadValue)
|
||||
3
|
||||
})
|
||||
ModifyAmmunition(player)(tool.AmmoSlot.Box, -actualReloadValue) //grenades already in holster (negative because empty)
|
||||
log.info(s"found $actualReloadValue more $ammoType grenades to throw")
|
||||
ModifyAmmunition(player)(tool.AmmoSlot.Box, -actualReloadValue) //grenade item already in holster (negative because empty)
|
||||
xs.foreach(item => {
|
||||
taskResolver ! RemoveEquipmentFromSlot(player, item.obj, item.start)
|
||||
})
|
||||
|
|
@ -3455,15 +3502,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
}
|
||||
}
|
||||
|
||||
def FindGrenadesLike(grenadeType : Ammo.Value)(e : Equipment) : Boolean = {
|
||||
e match {
|
||||
case t : Tool =>
|
||||
t.AmmoType == grenadeType
|
||||
case _ =>
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A predicate used to determine if an `InventoryItem` object contains `Equipment` that should be dropped.
|
||||
* Used to filter through lists of object data before it is placed into a player's inventory.
|
||||
|
|
@ -3679,7 +3717,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
|
||||
/**
|
||||
* An event has occurred that would cause the player character to stop certain stateful activities.
|
||||
* These activities include shooting, weapon drawing, hacking, accessing (a container), flying, and running.
|
||||
* These activities include shooting, the weapon being drawn, hacking, accessing (a container), flying, and running.
|
||||
* Other players in the same zone must be made aware that the player has stopped as well.<br>
|
||||
* <br>
|
||||
* Things whose configuration should not be changed:<br>
|
||||
|
|
|
|||
Loading…
Reference in a new issue